asm
  ld sp,$DFFF
  end asm

#include "./library/smsrnd.bas"

dim seed as uinteger at $C012
dim eee as uinteger at $C010
dim ee1 as uinteger at $C014
dim ee2 as uinteger at $C016
dim ee3 as uinteger at $C018
dim ee4 as uinteger at $C01A
dim eex as uinteger at $C01C
dim eey as uinteger at $C01E
dim ej0 as uinteger at $C020
dim ej1 as uinteger at $C022
dim ej2 as uinteger at $C024

seed=0

'--------

sub sectionzputchardeprecated(txpos as uinteger,typos as uinteger, tchr as ubyte, tattr as ubyte, tlayer as uinteger )
  poke $E000+((tlayer band 1)*$800)+(typos band 31)+(((txpos band 31)bxor 31)*32),tchr
  poke $E400+((tlayer band 1)*$800)+(typos band 31)+(((txpos band 31)bxor 31)*32),tattr
  end sub

sub sectionzputchar(txpos as uinteger,typos as uinteger, tchr as ubyte, tattr as ubyte)
  poke $E000+(typos band 31)+(((txpos band 31)bxor 31)*32),tchr
  poke $E400+(typos band 31)+(((txpos band 31)bxor 31)*32),tattr
  end sub

sub sectionzputbgtile(txpos as uinteger,typos as uinteger, tchr as ubyte, tattr as ubyte)
  poke $E800+((txpos band 31)bxor 31)+((typos band 31)*32),tchr
  poke $EC00+((txpos band 31)bxor 31)+((typos band 31)*32),tattr
  end sub

sub sectionzputsprite(tlayer as ubyte,tx as ubyte,ty as ubyte,tid as ubyte,tclut as ubyte):
  poke $DE00+((tlayer band 127)*4),tid          '- shape sprite 0
  poke $DE01+((tlayer band 127)*4),tclut        '- clut? sprite 0
  poke $DE02+((tlayer band 127)*4),tx bxor $ff '- x sprite 0
  poke $DE03+((tlayer band 127)*4),ty bxor $00  '- y sprite 0
  end sub

sub sectionzpalettetest(tid as uinteger,tr as ubyte, tg as ubyte, tb as ubyte)
  poke $F000+tid,((tr band 15)*16) bor (tg band 15 )
  poke $F400+tid,(tb band 15 )*16
  end sub

sub sectionzpalette(tid as uinteger,thexc as uinteger)
  poke $F400+tid,((thexc band $00F)*16)
  poke $F000+tid,((thexc band $0F0)/16) bor ((thexc band $F00)/16)
  end sub

sub sectionzwatchdog()
  poke $f80d,255
  end sub

'--------

for eee=0 to $3FF step 4
  seed=smsrnd(seed)
  sectionzpalette(eee+0,$000+((seed band $333)) )
  sectionzpalette(eee+1,$444+((seed band $333)) )
  sectionzpalette(eee+2,$888+((seed band $333)) )
  sectionzpalette(eee+3,$CCC+((seed band $333)) )
  sectionzwatchdog()
  next

sectionzpalette(0,$A55)
sectionzpalette(1,$5A5)
sectionzpalette(2,$55A)
sectionzpalette(3,$FF0)

for ee1=0 to 31
  for ee2=0 to 31
     for eee=1 to 10:next
     sectionzputchar(ee2,ee1,code("-"),0)
     sectionzwatchdog()
     next:next

for ee1=0 to 31
  for ee2=0 to 31
     for eee=1 to 100:next
     sectionzputbgtile(ee2,ee1,7,0)
     sectionzwatchdog()
     next:next

for ee1=0 to 15
  for ee2=0 to 15
     sectionzputchar(ee2+12,ee1+14,(ee1*16)+ee2,0)
     sectionzwatchdog()
     next:next

for eee=$DE00 to $DF7F '- spriteram
  seed=smsrnd(seed)
  poke eee,0
  sectionzwatchdog()
  next

eex=40:eey=40

eee=0
do
  ej0=peek($F809) bxor 255
  sectionzputchar(8,25,48+(ej0 mod 10),0)
  sectionzputchar(7,25,48+((int(ej0/10)) mod 10),0)
  sectionzputchar(6,25,48+((int(ej0/100)) mod 10),0)

  if (ej0 band 1)<>0 then:eex=eex+1:end if
  if (ej0 band 2)<>0 then:eex=eex-1:end if
  if (ej0 band 4)<>0 then:eey=eey+1:end if
  if (ej0 band 8)<>0 then:eey=eey-1:end if

  for ee1=0 to 7
    for ee2=0 to 7
      sectionzputsprite(ee2+(ee1*8),eex+(ee1*16),eey+(ee2*16),0,0)
      next:next

  poke $F808,eey
  poke $F80A,eex bxor 255

  eee=eee+1
  sectionzwatchdog():loop

'------------------------------


do
  for ee1=$DE00 to $DF7F
    ee3=peek(ee1)
    for ee2=0 to 255
      poke ee1,ee2
      for eee=1 to 100:next
      sectionzwatchdog()
      next
    poke ee1,ee3
    next
  loop

'------------------------------


for eee=1 to 10000:next

do

  for eee=$E800 to $ECFF '- bgvideoram(0/1)
    for ee2=1 to 100:next
    seed=smsrnd(seed)
    poke eee,seed
    poke $f80d,255
    next

  for eee=$EF00 to $EFFF '- bgvideoram(1/1)
    for ee2=1 to 100:next
    seed=smsrnd(seed)
    poke eee,seed
    poke $f80d,255
    next



  for eee=$E000 to $E2FF '- fgvideoram ($E000..$E7FF)
    for ee2=1 to 100:next
    seed=smsrnd(seed)
    poke eee,seed
    poke $f80d,255
    next

  for eee=$E400 to $E5FF '- fgvideoram ($E000..$E7FF)
    for ee2=1 to 400:next
    seed=smsrnd(seed)
    poke eee,seed
    poke $f80d,255
    next



  for eee=$DE00 to $DF7F '- spriteram
    for ee2=1 to 100:next
    seed=smsrnd(seed)
    poke eee,eee
    poke $f80d,255
    next
  loop

do:loop

'-------------------------------------------------------------------------------

' AM_RANGE(0x0000, 0x7fff) AM_ROM
' AM_RANGE(0x8000, 0xbfff) AM_ROMBANK("bank1")
' AM_RANGE(0xc000, 0xddff) AM_RAM
' AM_RANGE(0xde00, 0xdf7f) AM_RAM AM_SHARE("spriteram")
' AM_RANGE(0xdf80, 0xdfff) AM_RAM
' AM_RANGE(0xe000, 0xe7ff) AM_RAM_WRITE(lwings_fgvideoram_w) AM_SHARE("fgvideoram")
' AM_RANGE(0xe800, 0xefff) AM_RAM_WRITE(lwings_bg1videoram_w) AM_SHARE("bg1videoram")
' AM_RANGE(0xf000, 0xf3ff) AM_RAM_WRITE(paletteram_RRRRGGGGBBBBxxxx_byte_split_hi_w) AM_SHARE("paletteram2")
' AM_RANGE(0xf400, 0xf7ff) AM_RAM_WRITE(paletteram_RRRRGGGGBBBBxxxx_byte_split_lo_w) AM_SHARE("paletteram")
' AM_RANGE(0xf800, 0xf801) AM_WRITE(lwings_bg1_scrollx_w)
' AM_RANGE(0xf802, 0xf803) AM_WRITE(lwings_bg1_scrolly_w)
' AM_RANGE(0xf804, 0xf804) AM_WRITE(trojan_bg2_scrollx_w)
' AM_RANGE(0xf805, 0xf805) AM_WRITE(trojan_bg2_image_w)

'-------------------------------------------------------------------------------
'dim ee2 as uinteger at $4C06
'dim ee3 as uinteger at $4C08
'dim ee4 as ubyte at $4C0A
'dim ecsp as ubyte at $4C0C
'dim ecsq as ubyte at $4C0E
'
'dim ex0 as uinteger at $4C10
'dim ey0 as uinteger at $4C12
'dim ex1 as uinteger at $4C14
'dim ey1 as uinteger at $4C16
'dim ex2 as uinteger at $4C18
'dim ey2 as uinteger at $4C1A
'dim ex3 as uinteger at $4C1C
'dim ey3 as uinteger at $4C1E
'
'dim ex4 as uinteger at $4C20
'dim ey4 as uinteger at $4C22
'dim ex5 as uinteger at $4C24
'dim ey5 as uinteger at $4C26
'dim ex6 as uinteger at $4C28
'dim ey6 as uinteger at $4C2A
'dim ex7 as uinteger at $4C2C
'dim ey7 as uinteger at $4C2E
'
'
'function test1(t1 as uinteger,t2 as uinteger,t3 as uinteger,t4 as uinteger)  as uinteger
'  end function
'
'sub zpoke(t1 as uinteger,t2 as ubyte)
'  poke t1,t2
'  end sub
'
'sub putchar(tx1 as uinteger, ty1 as uinteger, tch1 as uinteger)
'  poke ($4000+(tx1*32)+ty1) bxor %0000001111100000,(tch1 band 255)
'  end sub
'
'pacmanputsprite(0,21,10,4,3)
'pacmanputsprite(1,21,30,4,3)
'pacmanputsprite(2,21,50,4,3)
'pacmanputsprite(3,21,70,4,3)
'pacmanputsprite(4,21,90,4,3)
'pacmanputsprite(5,21,110,4,3)
'pacmanputsprite(6,21,130,4,3)
'pacmanputsprite(7,21,150,4,3)
'
'seed=0
'
'poke $4300,code("*")
'poke $4200,code("*")
'poke $4100,code("*")
'
'poke $4010,code("0")
'poke $400F,code("1")
'poke $4030,code("2")
'poke $402F,code("3")
'
'poke $43D0,code("0")
'poke $43CF,code("1")
'poke $43F0,code("2")
'poke $43EF,code("3")
'
'for ee2=0 to 11
'  poke ($4000+((ee2+12)*32)+13) bxor %0000001111100000,peek(@text01+ee2)
'  next
'
'for ee2=0 to 11
'  poke ($4000+(0*32)+(ee2+12)) bxor %0000000000011111,peek(@text01+ee2)+64
'  next
'
'for ee2=0 to 11
'  poke ($4000+(31*32)+(ee2+12)) bxor %0000000000011111,peek(@text01+ee2)+128
'  next
'
'ee4=0
'for ee3=15 to 15+15
'  for ee2=12 to 12+15
'    poke ($4000+(ee2*32)+ee3) bxor %0000001111100000,ee4
'    ee4=ee4+1
'    next
'    next
'
'for ee2=22 to 25
'  for ee3=6 to 9
'    poke ($4000+(ee2*32)+ee3) bxor %0000001111100000,code("X")
'    next
'    next
'
'test1(377,2445,63888,2342)
'
'eee=$4207
'i=code("Q")
'poke eee,i
'eee=eee+1
'i=code("T")
'poke eee,i
'
'seed=0
'for eee=$4400 to $47FF
'  seed=smsrnd(seed)
'  poke eee,seed
'  next
'
'ex0=20:ey0=10
'ex1=20:ey1=30
'ex2=20:ey2=50
'ex3=20:ey3=70
'ex4=20:ey4=90
'ex5=20:ey5=110
'ex6=20:ey6=130
'ex7=20:ey7=150
'eee=0
'ecsp=0:ecsq=0
'
'do
'poke $50C0,255 '- watchdog? - it seems to work! thanks, Jim Bagley!!!!
'
'ej0=peek($5000) bxor $ff
'ej1=peek($5040) bxor $ff
'
'poke ($4000+(6*32)+20) bxor %0000001111100000,ej0
'poke ($4000+(7*32)+20) bxor %0000001111100000,ej1
'
'poke ($4000+(8*32)+22) bxor %0000001111100000,48+(ex0 mod 10)
'poke ($4000+(7*32)+22) bxor %0000001111100000,48+((int(ex0/10)) mod 10)
'poke ($4000+(6*32)+22) bxor %0000001111100000,48+((int(ex0/100)) mod 10)
'
'poke ($4000+(8*32)+23) bxor %0000001111100000,48+(ey0 mod 10)
'poke ($4000+(7*32)+23) bxor %0000001111100000,48+((int(ey0/10)) mod 10)
'poke ($4000+(6*32)+23) bxor %0000001111100000,48+((int(ey0/100)) mod 10)
'
'poke ($4000+(8*32)+24) bxor %0000001111100000,48+(eee mod 10)
'poke ($4000+(7*32)+24) bxor %0000001111100000,48+((int(eee/10)) mod 10)
'poke ($4000+(6*32)+24) bxor %0000001111100000,48+((int(eee/100)) mod 10)
'poke ($4000+(5*32)+24) bxor %0000001111100000,48+((int(eee/1000)) mod 10)
'poke ($4000+(4*32)+24) bxor %0000001111100000,48+((int(eee/10000)) mod 10)
'
'
'poke ($4000+(8*32)+26) bxor %0000001111100000,48+(ej1 mod 10)
'poke ($4000+(7*32)+26) bxor %0000001111100000,48+((int(ej1/10)) mod 10)
'poke ($4000+(6*32)+26) bxor %0000001111100000,48+((int(ej1/100)) mod 10)
'
'poke ($4000+(8*32)+27) bxor %0000001111100000,48+(ecsp mod 10)
'
'
'if ecsp=0 then:
'  if (ej0 band 1)<>0 then: ey0=ey0-1:end if
'  if (ej0 band 2)<>0 then: ex0=ex0-1:end if
'  if (ej0 band 4)<>0 then: ex0=ex0+1:end if
'  if (ej0 band 8)<>0 then: ey0=ey0+1:end if
'  end if
'
'if ecsp=1 then:
'  if (ej0 band 1)<>0 then: ey1=ey1-1:end if
'  if (ej0 band 2)<>0 then: ex1=ex1-1:end if
'  if (ej0 band 4)<>0 then: ex1=ex1+1:end if
'  if (ej0 band 8)<>0 then: ey1=ey1+1:end if
'  end if
'
'if ecsp=2 then:
'  if (ej0 band 1)<>0 then: ey2=ey2-1:end if
'  if (ej0 band 2)<>0 then: ex2=ex2-1:end if
'  if (ej0 band 4)<>0 then: ex2=ex2+1:end if
'  if (ej0 band 8)<>0 then: ey2=ey2+1:end if
'  end if
'
'if ecsp=3 then:
'  if (ej0 band 1)<>0 then: ey3=ey3-1:end if
'  if (ej0 band 2)<>0 then: ex3=ex3-1:end if
'  if (ej0 band 4)<>0 then: ex3=ex3+1:end if
'  if (ej0 band 8)<>0 then: ey3=ey3+1:end if
'  end if
'
'if ecsp=4 then:
'  if (ej0 band 1)<>0 then: ey4=ey4-1:end if
'  if (ej0 band 2)<>0 then: ex4=ex4-1:end if
'  if (ej0 band 4)<>0 then: ex4=ex4+1:end if
'  if (ej0 band 8)<>0 then: ey4=ey4+1:end if
'  end if
'
'if ecsp=5 then:
'  if (ej0 band 1)<>0 then: ey5=ey5-1:end if
'  if (ej0 band 2)<>0 then: ex5=ex5-1:end if
'  if (ej0 band 4)<>0 then: ex5=ex5+1:end if
'  if (ej0 band 8)<>0 then: ey5=ey5+1:end if
'  end if
'
'if ecsp=6 then:
'  if (ej0 band 1)<>0 then: ey6=ey6-1:end if
'  if (ej0 band 2)<>0 then: ex6=ex6-1:end if
'  if (ej0 band 4)<>0 then: ex6=ex6+1:end if
'  if (ej0 band 8)<>0 then: ey6=ey6+1:end if
'  end if
'
'if ecsp=7 then:
'  if (ej0 band 1)<>0 then: ey7=ey7-1:end if
'  if (ej0 band 2)<>0 then: ex7=ex7-1:end if
'  if (ej0 band 4)<>0 then: ex7=ex7+1:end if
'  if (ej0 band 8)<>0 then: ey7=ey7+1:end if
'  end if
'
'if (ej1 band 15)<>0 then: ecsq=ecsq+1:end if
'ecsp=(int(ecsq/4))mod 8
'
'ee3=int(eee/4)
'
'pacmanputsprite(0,ex0,ey0,4,3)  '- layer,x,y,id,clut
'pacmanputsprite(1,ex1,ey1,ee3,3)  '- layer,x,y,id,clut
'pacmanputsprite(2,ex2,ey2,4,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(3,ex3,ey3,ee3,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(4,ex4,ey4,4,3)  '- layer,x,y,id,clut
'pacmanputsprite(5,ex5,ey5,ee3,3)  '- layer,x,y,id,clut
'pacmanputsprite(6,ex6,ey6,4,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(7,ex7,ey7,ee3,ee3)  '- layer,x,y,id,clut
'
'eee=eee+1
'loop
'
''-------------------------------------------------------------------------------
'
'do
'loop
'
''-------------------------------------------------------------------------------
'
'text01:
'asm
'  defb "HELLO WORLD!!!!!"
'  end asm
'
''-------------------------------------------------------------------------------
'
'poke $5000,255
'
''- this should put some characters on the pattern display area
'for i=0 to 255
'  poke $4040+i,i
'  poke $4440+i,i
'  next
'
'do
'loop
'
''-------------------------------------------------------------------------------
'
'
'
